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Aug 9, 2013Conure posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016Out of curiosity, could you add an option for 16x item textures? The high resolution canvas bags and saws look out of place.Posted in: Minecraft Mods
Jul 19, 2013Would it be possible to add in the option to switch to 16x textures? The variety of different resolutions really limits immersion, as some items are 16x, while others look like 256x textures. I know you said you don't like them, as they limit possibilities, but it would be a nice option.Posted in: Requests / Ideas For Mods
Apr 7, 2013Conure posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)Your download links are not working...Posted in: Minecraft Mods
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Oct 27, 2014MamiyaOtaru posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmapPosted in: Minecraft Mods
If you would like updates to continue, please offer me some support: https://www.patreon.com/MamiyaOtaru
Minimap that also has a scrollable, zoomable world map (access with hotkey 'm'). Click and drag with the mouse, mousewheel to zoom. Right click to manage waypoints and stuff. View the entire single player world, or anywhere you have already visited in a multiplayer world (might be a bit funky with multiverse servers).
download here: https://minecraft.curseforge.com/projects/voxelmap/files
1.14-1.16 requires Fabric. Get the launcher installer here: https://fabricmc.net/use/ and get the api here: https://minecraft.curseforge.com/projects/fabric/files
NEW: Forge version for 1.12.2, 1.13.2, 1.14.4, 1.15.2 and 1.16.1. Installs like any Forge mod. Somewhat experimental. Missing a tiny feature or two.
1.13 requires Rift. Get it here: https://minecraft.curseforge.com/projects/rift
1.13.2 requires Chocohead's Rift release for 1.13.2. Get it here: https://jitpack.io/com/github/Chocohead/Rift/jitpack-d6893ec777-1/Rift-jitpack-d6893ec777-1.jar
1.12.2 and below require Liteloader. Get it here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290155-liteloader-for-minecraft-1-7-10 Make sure you get a version that goes with your version of Minecraft.
To install on 1.14+
- Install Fabric
- put the fabric-api jar in your mods folder
- put the voxelmap jar file in your minecraft /mods folder
- launch minecraft with the Fabric profile
To install on 1.13
- install Rift.
- put the voxelmap riftmod .jar file in your minecraft /mods folder
- launch Minecraft with the Rift profile
To install on 1.12.2 and below:
- install Liteloader. Follow the instructions in its thread.
- put the voxelmap .litemod file in your minecraft /mods folder
- launch Minecraft with the liteloader profile
Supported languages shown in green on the map image (or red, if that language is a bit out of date). Feel free to submit new (or updated) .lang files here
update log:1.10.6 (and 1.9.26 for MC 1.12 - 1.15)
- config file moved to /config folder. Cache and waypoint data moved out of /mods to /voxelmap folder
- fix for world map data not saving on exit
- support for 512x resource packs (assuming Minecraft itself can handle them)
- fix for entities in minecarts/boats or on non living entities being rendered too high
- world map cache memory usage reduced ~25%
- VoxelMap can now handle more than 65536 unique blockstates (basically unlimited)
- fix bug causing duplicates of waypoints
- fix for donkey, mule, and zombie/skeleton horse icons
- Forge release for 1.16.1
- Can use non-roman characters in waypoint names. (fix to ensure waypoints file is stored with unicode encoding)
- fix for icons for unknown mobs with non standard models (seems to also fix some icons showing as black squares)
- fix player names on the minimap with high definition resource packs
- initial release for 1.16
- Redone much of the icon system to better reflect the shape of mobs. Mobs that use a second layer aren't necessarily all simple rectangles now
- various things to get ready for 1.16, like being able to have multiple dimensions with the same dimension type
- big UI refactor
- radar icons no longer occasionally flash when new ones are loaded
- fixed possible miscoloration of some radar icons
- blocks with custom models worn on heads are more accurate
- on the map, sky color shows now (instead of being black all the time)
- upper slabs and staircases etc correctly show up as non transparent blocks on minimap
- Sheep colors (all of them *cough jeb_*)
- Smoother minimap motion when player is moving at high speed (lerping all the things)
- fix for squaremap transparency stencil not working correctly with minimap rotation on (primarily of use to resource pack authors)
- fix for radar being unable to be turned back on after turning it off (1.12)
- updated packed mixin library (1.12)
- minimize lighting glitches on the world map when teleporting etc.
- villager icons show different villagers again
- horse icons show patterns again (and armor) (1.16)
- radar icons crisper (1.16)
- made compatible with MCPatcher style colormaps in grid layout (fixes yet another some-blocks-turn-grey bug)
- initial upload for 1.16 snapshot (fabric version)
- initial upload for 1.15.2 (forge version)
- fix for grass turning grey on the map when user encounters snow
- fix for mob heads as helmets not showing on the radar
- fix NESW directions text being partially occluded by the minimap
- fix biome names not showing on the fullscreen map
- 1.9.13 apparently was just getting this working on Minecraft 1.15 final dunno
- Fix for rare issue where a block (most commonly grass, sand, snow) would show as the wrong color until restarting Minecraft
- Much more efficient and safe loading of areas that had been previously explored, but not recorded by VoxelMap (Singleplayer only - loading the info from Minecraft's save format)
- (Forge) Fix for movement keys on the world map being unresponsive
- fix for crash when around PigZombies in 1.14.3
- worldmap loads uncached (by VoxelMap) areas from local storage again (SP only)
- can now edit world names in the multiworld screen again
- fixed option sliders not letting go of mouse if it is released when not above the slider
- fix possible crash when looking directly at a waypoint immediately on spawning
- brought back filtering (blur) option (off by default)
- fix bug that prevented connecting to Forge servers (Forge versions 1.13.2+)
- minimap size settings greater than 'Large' now restored on restart
- updated Japanese translation (1.13.2+)
- fixed the unicode language files
- Worldmap less likely to store data for incompletely loaded chunks
- Worldmap more responsive to settings changes
- Fix for redstone losing color in non-live sections of the worldmap
- updated Chinese translation
- fix bug where farmland and paths weren't registering for the opacity based heightmap. This allows wheat, carrots, etc. to show on the map again. Huge thanks to Barteks2x
- fixed being unable to save waypoints in the end
- fix for importing old waypoints from the nether and the end
- Much better at picking up surrounding chunks for the world map (on par with pre-1.14 releases)
- More robust world matcher for multiverse servers
- Ensure world map data saves successfully when the client is closed without first leaving a world/server
- fix bug loading some optifine color properties
- fix opengl error spam when minecraft window is minimized
- fix minimap being black on some hardware (eg macbooks)
- fix crash on rapidly disconnecting from a server after connecting
- allow mobs with spaces in the name to be disabled in the radar's mob list screen
- move map down farther to make room for second line status icons. Also don't move map for status effects that don't show an icon
- partial fix for mapping in The End
- extra size options for the minimap
- Fix for nether in the world map showing junk and not correctly showing solid areas
- Let player specify the name of a realms server for waypoint and map storage
- much better handling of LAN servers
- fixed welcome message being unreadable
- made possible to enter world seed again
- fixed player icons in the player select screen
- don't draw empty chunks onto the world map
- fixed tab ordering of all UI elements
- added color for bamboo biome on biome overlay
- initial release for 1.14, 1.14.1 and 1.14.2
- removed blurriness from minimap and world map (will backport this to 1.13 and 1.12 probably)
- initial release for 1.13.2
- fix for not being able to enter new world names in multiworld selections creen
- new rotating square map option (like xaero's)
- new optional simpler radar mode (like journey map's)
- fix for grass appearing grey on the map with optifine installed
- fix regression with world map using too much memory (compression had been off)
- fix bug preventing icons from refreshing with new resourcepacks (or when toggling outlines)
- more accurate stray and drowned icons in the event of hat layers
- fix for movement keys being set back to default when opening the world map
- ready for update aquatic!
- all new mobs added. Tropical fish icons reflect their full diversity
- now shows underwater plants and transparent blocks
- some biome colors tweaked so you can see the border between them when the biome overlay is enabled
- added optional keybind for toggling in-game waypoints
- turning off coordinate display on the minimap also turns it off on the worldmap
- red lines when grid view is on now reflect Minecraft regions (instead of quarter regions)
- fixed voxelmap menus to work with touchscreen (and touchpad)
- fixed CTM overlay methods sometimes making blocks appear black on the map
- redid CTM support to handle new numberless specifications using block and tile names, and descriptive metadata
- fix for randomobs with newer versions of optifine
- fixed up icons for aether legacy and aether 2
- sky color (on the map) fix when betweenlands is running
- new generic hostile/neutral/tamed icons for when a custom icon can't be built (replaces the colored squares with ? marks)
- released for 1.12.2
- fix so mob icons rotate smoothly when player is in a turning boat
- updated Chinese translations (traditional and simplified) by oldmiow
- initial release for 1.12.1
- new Minecraft themed waypoint icons (temple, pickaxe, wheat, etc)
- /ztp waypointName command works in multiplayer too now (requires /tp or /tppos permission)
- block key stored with persistent world map data, preparation for Minecraft 1.13 (1.8 and up)
- 1.9 and up fix for optifine CTM method overlay, could cause blocks to appear black on map (Sphax BDCraft for example)
- 1.10 and up fixed polar bear icon
- 1.11.2 and up re-added some Twilight Forest icons now that mod is resurrected
- 1.12 fixed parrot icon
- 1.12 added Illusioner icon
- Fix for possible periodic flash with the radar turned on (when failing to create mob icon). Prevented flash; also won't continue to try to make that mob's icon
- Map can use custom icons (in resource pack etc) for built-in mobs too now
- initial release for 1.12
- fixed nether waypoint icons on the worldmap
- trimmed llama icon (1.11+)
- fixed possible crash with Minecraft-Flux (1.11.2)
- fix for guardian elders (1.11+)
- fix for players or mobs wearing plain Steve skull (crash fix for 1.8.9 and below, just visual otherwise)
- screens with filters (waypoints, mob select and player select) start with those filters focused. IE you can open the waypoint list and start typing
- support for a lower res background map that shows the whole server (not just areas players have explored) if it is included in a server resource pack (or elsewhere)
- new keybind: toggle in-game waypoints on/off (unbound by default)
- slime chunks (and option to enter server's seed, if you know it. Otherwise SP only)
- click coordinates in worldmap to enter your own, the worldmap will jump to them
- waypoint view distance affects minimap as well as in game
- spectators can see other spectators on the minimap
- minimap hides with f3
- when in the top right corner the minimap moves out of the way of potion effect icons (doesn't apply to 1.8.9 and below)
- fixed world map zoom not centering on cursor on really HD displays
- initial release for 1.11.2
- 1.11 and up get new old north functionality: toggling Old North on ( for those old alpha/beta maps) actually moves the sun/moon to their original location as well as rotating the map 90 degrees
- fix for hand rendering transparent if in-game waypoints are set to beacon only (fix needed for 1.9.0 and up only)
- fix for freeze in the world map with biome overlay and old north on
- fix unreadable coordinate text for users with unicode font on smaller window sizes
- fix for multiworld automatic world matcher breaking if too many areas went from water to dry
- radar correctly shows blocks on head that have a different model as an item than as a block (1.8 and up)
- artifacts around radar icons after changing resource packs
- tooltip showing when it shouldn't on the player selection screen (for sending waypoints)
- wearing player heads shows correctly on radar
- fix shulker icon
- fix vex icon
- fix for possible corruption around the edges of icons when switching texture packs
- players wearing other players skulls now show the other player's face on the minimap (instead of steve)
- slightly better handling of multiworld recognition for skyworlds
- fix for tooltips displaying when they shouldn't on the player selection (for waypoint sharing) screen
- this version released for Minecraft 1.11 too
- initial release for 1.10.0
- can toggle map off with map menu key (like the inventory screen). Also fixes bug where pressing map menu key while map was open would cause it to open again immediately when it closed
- zooming map with mousewheel doesn't scroll through inventory slots (1.7 and 1.8)
- fix broken waypoint loading (losing capitalization from names, custom icons reverting to default)
- fix broken automatic multiworld detection
- 1.9+ only hotfix: fix to allow world map panning with movement keys when Forge is installed
- fix waypoint share to allow names with unicode and punctuation
- fix crash in worldmap when movement/sprint keys were bound to unicode chars
- fix for possible crash with resourcepacks with enormous font images
- show in world icon for disabled waypoint if it is highlighted
- shared waypoint tooltip translated
- greatly reduce chance of a rare ConcurrentModificationException crash (and eliminated entirely in 1.9+)
- fixed display of helmets added by Forge mods (1.8+)
- fix color reading with optifine shaders enabled
- fix for showing flowing water from Streams mod
- better handling of liquid in general - fix possible purple water bug - (1.9+)
- LMM Mod support, possibly
- mipmapped 0.25 zoom level on minimap, much better looking (1.8+)
- better CTM parsing (1.8+)
- CTM fix for some blocks not loading (1.9+)
- fix for resource packs with really HD fonts not showing player names on minimap (now in versions below 1.9.4 as well)
- filter added to mob show/hide selection screen (now in versions below 1.9.4 as well)
- better occlusion of distant in-game waypoints by far away terrain (now in versions below 1.9.4 as well)
- initial release for Minecraft 1.9.4. Some changes that will also make their way into VoxelMap for older versions of Minecraft eventually
- fix for resource packs with really HD fonts not showing player names on minimap
- filter added to mob show/hide selection screen
- better occlusion of distant in-game waypoints by far away terrain
- fix zombie villager icon
- fix optifine randomobs support
- bugfix: couldn't mouseover waypoints in the nether
- added hotkey to go straight to the waypoint menu
- in-game waypoint signs changed from name+distance to icon (name+distance shown on mouseover)
- highlighted waypoint/coordinate shows up in-game
- fix crash when right clicking on unloaded region in the world map
- better handling for barrier blocks (1.8 and 1.9)
- better handling of waypoint transparency, especially with water (1.9)
- added ability to share waypoints and coordinates with other users of VoxelMap and JourneyMap. Right click on world map, or from the waypoints list
- Polished the highlight waypoint interface (more obvious how to remove highlights)
- bugfix: prevent crash when a player wears an enderdragon head (1.9)
- search for waypoints on the waypoints screen (like creative inventory search)
- highlight specific waypoint or spot on the world map (can make a waypoint easier to find if there are hundreds)
- 1.9 only hotfix: fix for liquids showing as purple with Forge running
- 1.9 only hotfix: fix for junk characters in chat wherever a color code was used
- initial release for 1.9
- switch from using transformers to mixins (safer)
- Fix being unable to hide/show waypoints or mob types by clicking on the eyeball icon in the list view
- re-add a bunch of icons and icon hints for mobs from various mods
- initial release for 1.8.9. get Liteloader for 1.8.9 here: http://jenkins.liteloader.com/view/1.8.9/job/LiteLoaderInstaller 1.8.9/
- for 1.7.10: don't allow unicode characters on the controls configuration screen (like Minecraft itself), preventing a crash when attempting to save invalid (for 1.7.10) characters
- for 1.8: fix so unicode characters chosen as inputs in the controls screen are successfully saved and restored
- fix for mooshroom and spider jockey icons
- less likely to hit out of memory errors
- 1.8 only hotfix: fix for mods' mob icons and icons for blocks worn on player/mob heads being broken with shaders mod installed
- allow voxelmap keys to be bound to mouse buttons (and have them remembered on next load)
- fix for crash when cached data has a no longer valid biomeID
- biome labels on the world map (calculated, and displayed, only after visible regions finish loading)
- the end dimension persistent map can now show structures above y level 90
- regions created with invalid metadata (from before 1.8) will now load in the persistent map in 1.8
- setting worldmap max zoom to 32x remembered for next session (previously reset to 16x)
- uses less direct buffer memory, fix for an occasional crash on initialization (for users whose direct buffer memory was all used)
- fix for rare crash on initialization in the font renderer (NPE)
- slight reduction in memory and storage space for underground dimensions (10 percent-ish)
- fix for invalid coordinate values causing a crash in the new/edit waypoint screen ("done" button greys out as intended with invalid values)
- fix so the map doesn't stop updating when the player is above the build limit (1.8)
- can edit and delete world names for multiworld servers (instead of just choosing one or adding a new one)
- world map: right click works with touchscreens
- world map: underground transparent blocks and liquids don't become invisible if unlit - affected nether-like dimensions
- world map: remove spurious biome tinting for spruce and birch leaves (1.8)
- world map: fix for possible null pointer exception in world selection screen
- world map: mipmapping so zooming extra far out looks better
- radar: helmets with custom models not drawn too large
- radar: more than one icon for mobs from mods and more than one block-as-helmet icon can be created per tick (AMD/Intel), or can be made at all (nVidia) (1.8)
- fix for crash when clicking very right or very bottom of color selector
- fix for crash when running in 1.7.10 after running in 1.8 and having a zoom level unsupported by 1.7.10 (1.7)
- automatically detect multiworld server (without the user manually specifying that it is one, though that's still possible) when switching between two worlds with the same dimension
- multiworld button will flash when attention is needed (multiworld server with the current world as yet unrecognized)
- best effort fix for player icon on worldmap not reflecting player's skin occasionally on first open, or showing as a white square for some players
- more consistent at showing newly explored areas on next opening of the worldmap
- don't save bad data (fix possible corruption of saved map region data)
- possible fix for padding error on in game waypoint text display (1.7)
- show server name instead of address on world map screen (fix for streamers)
- don't freak out when player presses map key while holding a movement key (that would formerly attempt to display an area very far away that was most likely blank, and possibly crash)
- old north setting now applies to world map as well
- old north setting remembered per world, defaults to off (for all those old pre-beta worlds before notch changed the direction of the sun. Set it once for them and it will be remembered)
- partial fix for switching into cavemode when riding a minecart on a slope (1.8). You can sometimes see the sky dim near the horizon when you are riding a cart. This is because Minecraft thinks you are underground; it's a Minecraft bug
- correctly display blocks worn on head when the blocks use a custom .json model (1.8) - see http://chattypics.com/files/blockModelsOnHead_iyt35w8cqx.jpg
- greatly reduce the chance of a ConcurrentModificationError when encountering a resource pack that has a badly formed .mcmeta file for a texture, ie successfully fail and don't keep trying (1.8)
- fix so worldmap is able to determine correct multiworld when first re-joining a server (1.7)
- improved multiworld support. VoxelMap now automatically recognizes previously visited (and labeled) worlds, as long as they haven't changed too much. If the user has stated that a server is multiworld, and a world is not recognized (either the first visit, or it has changed a lot) a message in chat will state that it is an unknown world, and remind the player to manually select the world in the multiworld screen
- manually select which world you are in on multiworld servers that don't communicate with the client via world_info/journeymapServer/voxelPlayer plugins. Credit to cubic72 for the selection screen
- configurable zoom levels. zoom out 4 times as far as before, if your memory can handle it
- configurable in memory region cache size. again, if memory can handle it, increasing the size of the cache makes regions less likely to unload (to reload later) as you pan around
- now cache map data on disk for singleplayer worlds too instead of creating from scratch every time from the anvil files (mostly because loading from the voxelmap disk cache is twice as fast)
- fix for crash when opening the worldmap with coloredLights mod installed
- performance improvement: empty regions do not count towards the region pool size. Loading an empty region will never cause a non-empty region to unload (saving having to possibly re-load it later). Empty regions also use no memory now
- teleport in Nether works much better. Tp will go to the surface the world map knows about. If no surface at that X/Z, will check above and below to find one (everywhere for SP, loaded chunks for MP). If none found, TP not allowed so you don't end up inside a wall
- player icons reflect whether the player has his hat layer turned off
- waypoint icons in icon selector sorted alphabetically
- loaded regions use much less memory, which means, for the same usage, you can now
- zoom out twice as far on the world map
- world map loads much faster. If you scroll faster than it can load, it skips to your current location instead of making you wait for everything to catch up. Regions that have gone off the screen before they could render because you scrolled so fast are now removed from the queue
- keyboard controls for the world map. up/right/left/down to pan, crouch/jump to zoom in/out. hold sprint key to pan faster
- bugfix for zombie villager and spider jockey helmets rendering too large
- add support for CustomNPCs mod
- player icon on worldmap now works when radar is turned off
- small scale skull icon fixed
- keep openGL stack consistent when attempt to automatically create an icon for an unknown mob type fails
- add support for Colored Lights mod
- custom mob icons can be created with a text .properties file, allowing them to use the current resource pack (and saving space over .png custom icons)
- fix for teleport to waypoint sometimes trying to teleport to the coordinates of a waypoint in a different dimension
- fixes for compatibility with shaders mod (roundmap stenciling, blurred text on worldmap UI)
- more consistent getting the name from multiverse servers with the requisite plugins
- zooming in world map much more consistent with low framerates
- handle resource packs included with saves
- handle launchers that connect the client directly to a server
- handle resource pack waypoint icons with different sizes
- waypoints created with a now missing image will show as the default instead of not at all
- lot of CTM and custom color map fixes, which improve support for some complex resource packs that rely on MCPatcher or Optifine
- configurable waypoint icons. Add your own! Either put in the .litemod file with the rest, or create a resource pack with new icons like /assets/voxelmap/images/waypoints/waypointNAME.png
- Internally, using sprite sheets now instead of individual small images. The speed boost is actually rather minimal but it is there, particularly on busy servers with a ton of players and their names being rendered.
- Also persistent map backported to 1.7.10
Feb 16, 2014Posted in: WIP ModsAn evil mod for MinecraftDownload for MC 1.10.2: http://bit.ly/2dABDtN (version 0.10.12) + CyclopsCore http://bit.ly/2dABvu5 (version 0.8.0)Download for MC 1.9.4: http://bit.ly/2aAjqHX (version 0.10.7) + CyclopsCore http://bit.ly/2aOwJbh (version 0.7.5)Download for MC 1.7.10: http://bit.ly/2dAB3vN
(version 0.9.11)Currently working on: New features, additional content and bugfixes.
EvilCraft is a magic/technical mod that is based on somewhat evil things. One day you've discovered a book with the discoveries of an odd being. He discovered an ancient source of evil and uses these powers in various technological advancements to initiate a second age of evilness.
As of version 0.8.0 for MC 1.8, this mod requires the coremod Cyclops Core to be installed.
To stay up-to-date with the development of this mod, you can follow @kroesermc on twitter.
NOTE: YOU CAN DISABLE ALMOST EVERY SINGLE FEATURE SEPARATELY IN THE CONFIGURATION FILE
NOTE2: In MC 1.6 there is a Blood conflict if you use Tinkers' Construct, you can solve it by setting the following line in forge.cfg to false: "B:forceDuplicateFluidBlockCrash=false".
To get started with this mod you will need to mine at least one Dark Ore with an Iron Pickaxe or higher to obtain a Dark Gem. You will also need a regular Book, it will soon contain all the information about this mod.
1. Craft a Darkened Apple
2. Find a meaningless animal
3. Feed it the Darkened Apple and watch it die
4. Quickly throw the Book into the resulting anomaly
5. Feast on the knowledge, and animal leftovers
As of version 0.8.0, this mod has ingame documentation in the form of this book. If you are using an older version, please refer to the section "Info Pre-0.8.0".
Thanks to these people for their awesome spotlights!
Part one: Part two: Lekkel124
0.7.1b (French) TheDiamondMinecart
0.3.0b (Dutch) EncryptedTonight
Almost every feature can be disabled and changed in the config file (config/evilcraft.cfg). It is however mandatory that config files at server and client side are identical, otherwise you might encounter ID and feature conflicts.
If you want EvilCraft to work with Blood variants from other mods (like Tinkers' Construct and Blood Magic), you can enable all of these in the configuration file.
When you want to use this mod in an existing world, you can make use of the retrogen feature of EvilCraft. To enable it, just start up the mod once until you are on the start screen of Minecraft so that the config file is fully generated. After that you can open the config file, and under the 'general' category you should enable 'general.retrogen' by setting it's value to 'true'. Even though this will not replace any non-world generated blocks, it is still advises to backup your world before using this feature.
As of version 0.6.0, EvilCraft provides an extensive way for players and modpack creators to define their own recipes for both regular crafting and machine recipes. More information about this can be found on the wiki: https://github.com/CyclopsMC/EvilCraft/wiki/Recipe-XML
Regarding modpacks, anyone is more than welcome to use this mod in any modpack, both public and private. There is no need to notify or ask us to use this in your pack, it is always nice to hear when someone decides to use this in their pack tough
Download and Install
Source code: https://github.com/CyclopsMC/EvilCraft
Promises are items that allow you to upgrade your machines. These can be inserted into the Blood Infuser, Spirit Furnace and Spirit Reanimator.First, you will have to craft a Bowl of Empty Promises: You can fill the bowl by placing it inside a crafting grid together with two Crushed Dark Gem. This Filled Bowl of Empty Promises must then be infused with blood inside a Blood Infuser. The current tier of the Blood Infuser will determine the Strength of the output Bowl of Promises.A Promise of Tenacity can exist in three tiers, this promise will determine the tier of the machine. For example, a Blood Infuser without a Promise of Tenacity will be at tier 0. When a Promise of Tenacity III is inserted, the machine will be of tier 3.Crafting a promise requires three items: Bowl of Promises of a certain tier, a Promise Acceptor of a certain mineral and finally a certain reactant item. A Promise Acceptor is crafted by infusing a mineral block with blood inside the Blood Infuser, for example infusing a Block of Iron will result in an Iron Promise Acceptor. The list belows shows all possible promises.
- Promise of Tenacity I
- Minimum Bowl of Promises Strength: Strength 0
- Promise Acceptor: Iron Promise Acceptor
- Reactant: Spider Eye
- Effect: Machine tier 1, tank capacity x2
- Promise of Tenacity II
- Minimum Bowl of Promises Strength: Strength I
- Promise Acceptor: Gold Promise Acceptor
- Reactant: Ender Pearl
- Effect: Machine tier 2, tank capacity x4
- Promise of Tenacity III
- Minimum Bowl of Promises Strength: Strength II
- Promise Acceptor: Diamond Promise Acceptor
- Reactant: Eye of Ender
- Effect: Machine tier 3, tank capacity x8
- Promise of Velocity
- Minimum Bowl of Promises Strength: Strength I
- Promise Acceptor: Diamond, Gold or Iron Promise Acceptor
- Reactant: Block of Redstone
- Effect: Machine speed x2
- Promise of Efficiency
- Minimum Bowl of Promises Strength: Strength I
- Promise Acceptor: Diamond, Gold or Iron Promise Acceptor
- Reactant: Lapis Lazuli Block
- Effect: Blood usage efficiency x1.5
Ever had to repair that precious enchanted diamond sword, only to find out that your limited supply of diamonds has run out? Then you may find the blood chest a very handy addition ! Just put in whatever tool you want and the blood chest will gradually repair it at only the expense of some blood. To fill the blood chest, just insert any item containing blood into the very left slot and watch how the internal blood buffer fills up. But beware ... this chest might add some nasty effects to your repaired item (NOTE: this feature can be disabled in the configuration file).
As its name suggests, the blood infuser can infuse or fill items with blood. Simply put an item containing blood in the left slot to fill up the internal blood buffer and put an item in the slot directly to the right of the liquid meter to start infusing or filling items with blood. Some items that can be filled with blood are vanilla buckets, blood containers and the blood extractor. The blood infuser is also the only way to gain dark power gems and undead saplings. When NEI is loaded, clicking the arrow inside the GUI will show a list of all items that can be crafted with this machine.
Box of Eternal Closure
Simply put, this box allows you to capture Vengeance Spirits using a Vengeance Focus. Once you have filled this box, you can go ahead and use it inside a Spirit Furnace, which will then work as a basic mob drop generator. These boxes can be crafted aswel as found in dungeon chests. Note however, when crafting or finding one, they might already contain something...
You will always get two chalices from the crafting recipe. These two chalices are then bound with each other. When a fluid is inserted into one chalice, the content is shared across all bound chalices. If you want to bind another chalice, just replace the middle gold ingot in the crafting recipe with a chalice you wish to bind with.
The environmental accumulator allows you to fill weather containers with the weather that is currently active. You do this by throwing an empty weather container into the brown beam emitted by the accumulator. This will suck up the weather, bottle it into the weather container and change the weather to its complete opposite (sunshine becomes rain, rain/lightning becomes sunshine). Once used, the beam of the environmental accumulator will become black, which means that it is currently in a cooldown state. It will remain in this state for about half a Minecraft day, and you can see that it has returned to its originally state because the beam will change back to a brown color. (NOTE: the cooldown time can be changed in the configuration file) When this block in recharging, you should get away as fast as possible, because the machine will start accumulating energy from the environment. This will degrade a certain area around the Environmental Accumulator and it will also trigger a bunch of possible bad effects. These effects include (but are not limited to) Biome degradation, Knockbacks, Nausea and Terraforming. All of these effects can be disabled from within the config file if they seem too evil for you. Note that this block can not be crafted or picked up and that these blocks only spawn at the centre of dark temples.
You know that the Blood Chest could add some bad enchantments to your tools, right? Well, now there is a way to circumvent this uncomfortability. The Purifier runs on blood that can be inserted with regular buckets, or your favorite fluid pipes. You just right click with your cursed tool, and for each bucket that is inside the Purifier, one level of bad enchantment will go off the tool. Right click with an empty hand to get back your tool.But hold on, that is not all! The Purifier can also be used to remove random enchantments from tools and move them to books. Since regular books are not 'spongy' enough, you will have to infuse a book with blood to make a Blook, you can insert that inside the Purifier together with your tool. From the moment the Purifier is completely filled with blood, the process will begin.
It appears that mobs keep dropping from the skies forming Blood Stained Blocks. Since it is quite tiring to manually extract this blood from these blocks, you can now build a pedestal that will automatically extract all stained blocks in a 5x5 area and export it to any fluid accepting pipe or block below or next to it. An upgraded version of the pedestal exists that boosts Blood extraction output by 50%.
EvilCraft's first multi-block structure! The Spirit Furnace works like a basic mob drop generator; As long as you supply it with blood and put a Box of Eternal Closure that contains a Vengeance Spirit in its left inventory slot, it will cook that captured mob over and over and collect the drops in the four inventory slot to the right. In order to build a Spirit Furnace, you simply need to build a rectangle shape of Dark Blood Bricks that is hollow inside, at least of size 1x1x1 INSIDE (this means 3x3x3 on the OUTSIDE) and has EXACTLY one Spirit Furnace (more will NOT work) block inside of one of its walls. Note that depending on the size of the spirit you want to cook, you might have to increase the size of this multi-block so the mob actually has to the space to spawn inside of it.
Spirits contained in a Box of Eternal Closure seem to be forever lost, or are they? When placing an egg and Box of Eternal Closure inside this machine, the spirit inside the given box can be revived at the cost of a large amount of Blood. The spirit will return to the state before it's birth, when it was contained in a spawn egg. Note that only mobs who have a spawn egg can be revived in this manner.
Yeah... its liquid blood... To obtain blood you can right click a blood stained block with a blood extractor. This blood can then be used in a blood infuser and blood chest and stored in blood containers, blood extractors or regular vanilla buckets. You can place blood in the world, just like most liquids, after which it will turn into hardened blood after some time, except when it's raining (see the section about hardened blood for more information about this).
EvilCraft also adds liquid poison, but don't worry you won't find it spawning in the world, well ... at least not yet. To get some poison, just put a water bucket and an empty bucket and 4 of any poisoned item in a crafting table and you will obtain a bucket of poison. Examples of poisoned items are poisoned potatoes and poison sacs.
For now, EvilCraft adds only one new ore to the world generation, called dark ore. This ore spawns from Y-levels 6 to 66 (see what we did there) and drops dark gems and crushed dark gems upon breaking. You will at least need an iron tier pickaxe to mine it and fortune does have an effect on the drop rate of the crushed gems.
Silverfish spawn blocks can now spawn in any biome!
Since we added a new mob called netherfish to the game, we needed a way to spawn them. So beware when breaking netherrack, netherbrick or soul sand in the nether, because some rather unexpected mobs might spawn...
When exploring, you might come across some weird-looking structures called dark temples. You can find them at higher places (above Y-level 90) and they should be easy to spot because of the brown beacon beam that is emitted by the environmental accumulator at the centre of the structure. Also note that dark temples are the only places where you can find environmental accumulators.
These are kinda like vanilla spawners, except that all mossy cobblestone is replaced by bloody cobblestone and instead of 1 vanilla spawner, you might find a little more than one... So, if it's more dangerous, then what is the gain you might ask? Well, not only the number of spawners is increased, but also the number of chests.
Blood Stained Block
All living creatures are composed of blood, amongst other things, so every now and then a mob might spill its blood on the block it has died upon. These blocks are called blood stained blocks and you can extract blood from them by shift + right clicking them with a blood extractor. When in creative mod, these blocks can be created by simply shift-right clicking on any block with a Creative Blood Drop.
These blocks can only be found in evil dungeons and serve the same functionality as mossy cobblestone does for vanilla dungeons.
Acts as a storage block for dark gems. They're pretty dark and have connected textures by default, so they might be useful for building. Can also be used as beacon bases.
Besides looking like a darker version of stone bricks, this block does nothing special on its own.
Dark Blood Brick
In order to craft this block, you have to put a Dark Brick inside a Blood Infuser or, if you have Thermal Expansion installed, you can also use a Fluid Transposer. These blocks are the building blocks that are used to make Spirit Furnaces.
Previously there were the Blood Containers for Blood storage, but now there are the Dark Tanks!This block can story any type of fluid. It exists in both item and block form, it will keep it's internal Fluid contents when broken. When right-clicking in the air with the block in item-mode, it will toggle auto-supply. When in auto-supply mode, it will fill your currently held item (if it accepts Blood). When right-clicking the block when in the world, you can toggle auto-export to the bottom side if possible.When you still have old Blood Containers in your world, you can simply place them in a crafting grid to receive an equivalent Dark Tank while keeping their Blood contents.When first crafted, it can store 16 buckets worth of liquids. It can be expanded by combining tanks in a crafting grid up until 65536 buckets of storage. (This amount can even be further increased by changing your config file.)
Dark Power Gem Block
Acts as a storage block for dark power gems. They are similar to the Dark Block
Eternal Water Block
Placing a rainfall Weather Container in the middle of a crafting grid above a Dark Block and filling in the remaining with glass panes will result in a infinite water source block.
The whole digestion cycle in Minecraft has finally been completed ! Animals will drop excrement piles, which act as bonemeal after a while when placed on the ground. The only way to pick up an excrement pile is by cleaning it up with a broom, and you better clean up your farm every once in a while because these piles can stack like snow. Shift + right clicking with an excrement pile will act as bonemeal, but it is three times more effective as regular bonemeal. Also look out when you encounter such a pile because it has a chance of poisoning when you walk through them (NOTE: for animals and entities this can be changed in the configuration file).
This torch will stop Vengeance Spirit spawning in a 15 block radius.
When you place liquid blood into the world when no rain is falling on it, it will change into hardened blood after a small time. These blocks will drop hardened blood shards, when a flint and steel is used on them and will turn back into liquid blood when rain falls on them. Finally, these blocks have connected textures and might be useful when building, just don't forget to put a roof above these blocks, or parts of your house might literally wash away when it starts to rain... Hardening of blood will not occur when there is a water source block in an area of four blocks.
If you ever wanted to lure mobs or players into a trap which killed them with lightning, then the lightning bomb is your new friend ! Just like tnt, it will lit a fuse when a redstone signal is applied to it, but instead of spawning a simple explosion, it will spawn several lightning bolts on the exact same place as it was placed.
You can see through it like regular glass, but it doesn't let through any light at all. Might be useful for building mob farms with a glass ceiling. Also it has a connected texture (I think it's clear by now that we love connected textures).
There already exist all kinds of pressure plates, but now there are also pressure plates that can only be activated when mobs walk on them. Unfortunately they also damage any mob that is triggering them. Even worse, when places on a Sanguinary Pedestal, they will collect Blood from the damaged mob and send it to the pedestal below it. Nasty stuff...
Who said only zombies can come back from the dead? Just put a dead bush, found in deserts into a blood infuser and you will get an undead sapling, which will grow undead trees. These trees look just like any other tree, except that they have undead wood for their trunk and branches and that the undead leaves spawned by this tree drip with blood.
As of version 0.6.0 these containers are not usable anymore, use Dark Tanks instead. Blood containers are storages for all your blood needs! They come in three sizes: cell, can and basin, in increasing order of size. There is also one Creative Blood Container available (creative-mode only) which can be used as infinite source and drain for blood. When you shift-right click a blood container, you will activate auto-refill mode, which will automatically refill an item you hold in your hand with blood, given that item can contain blood. This can prove useful when using the blood pearl of teleportation. If you activate multiple blood containers, the rate at which the held item is refilled will be proportional to the number of activated containers. Recipes: Blood Extractor
Probably one of the first EvilCraft items you will craft, the blood extractor allows you to extract blood from blood stained blocks, which will provide your main (and only) source of blood. Moreover, if you have a blood extractor in your inventory when you hit mobs, it will automatically fill up with blood. The bigger the mob, the more blood it has, so the faster the blood extractor will fill up.
Blood Infusion Core
Surround a dark power gem with 9 hardened blood shards and you will get a blood infusion core, which is the main item used to craft EvilCraft machines such as the blood infuser and blood chest.
A crafting item which is created by infusing an Empty Orb. The Empty Orb is created in a crafting grid with one iron ingot in the middle surrounded by four glass blocks of any type.
Blood Pearl of Teleportation
The blood pearl of teleportation gives you the powers of an enderman! Or at least... sort of. This pearl actually has the same functionality as an ender pearl: when thrown it will teleport you to blood the pearl has fallen on, except that this pearl will not be used up when thrown, instead it uses up a small amount of blood stored inside of it when thrown. To refill the pearl you can either infuse it with blood in a blood infuser or activate a blood container, after which it will refill whenever you hold the pearl in your hand.
Infusing bonemeal with Blood will result in an item that doubles the bonemeal efficiency.
Infusing coal or charcoal with Blood will result in an item that doubles the burntime.
This is just a Book infused with blood so that it can be used in the Purifier.
Bound Blood Drop
Only available when Blood Magic is installed! An item that is, just like the Blood Magic items, bound to your Soul Network. It allows for some deep interaction between EvilCraft and Blood Magic by allowing you to access your Soul Network as a simple Blood fluid container that can be used in all EvilCraft machines. It even has auto-supply mode to power all your EvilCraft tools and gadgets. The conversion rate between Life Essence and Blood is equal to the one defined in the config file for all Blood equivalents.
Let's see, what else is evil? Ah yes! Witches! They fly on brooms don't they? Well now you can too. Just right click a broom to mount it or shift right click it to place it into the world. The broom can be controlled by pressing forward whilst looking in the direction you want to fly to, so the actual steering is done by moving the mouse. Note that at the moment brooms can only be found in dungeon chests, but don't worry we've got some great plans for the future which might allow you to craft maybe just a little more than this basic broom...
If you ever have to deal with Vengeance Spirit, you might want to craft this little item. To craft it, simply put a Dark Block inside a furnace. But what does it actually do? Well, whenever a Vengeance Spirit attacks you, you tend to take damage. However, if you have this item on your hotbar, that damage will get converted into hunger! Nifty, isn't it? Just remember that you might get hungry very fast when fighting a lot of Vengeance Spirits, so be sure to pack a stack of your favourite food (tasty chicken omnomnom)!
A crafting item that is created by infusing a Ghast Tear with Blood.
Crushed Dark Gem
Crushed Dark Gems can be found as a drop from Dark Ores or they can be made by putting Dark Gems/Ores inside a Thermal Expansion Pulverizer. You will need these items to craft various Vengeance items, as well as the Box of Eternal Closure. Next to that it can also be used as fuel inside a furnace, where it can burn for quite a while.
Dark gems are dropped when mining a dark ore, which is added to the world generation just like any ore and can be crafted into storage blocks, called dark blocks.
Dark Power Gem
This item can be crafted by infusing a dark gem with blood using the blood infuser. Since the blood infuser also requires a dark power gem to craft, an alternative way to craft this item is by throwing a dark gem in a pool of at least 5 liquid blood blocks placed in the world, after which it will suck up these blood blocks and drop a dark power gem.
At the moment this item has no use at all, except that it works in all recipes which require vanilla sticks. We do however have some plans to use this item in recipes in the future.
Apparently, redstone can be recreated by infusing a very boring pile of dust with Blood. You do need quite a lot of blood though, so don't expect to stop mining redstone any time soon.
A rare drop from the Enderman. It can be infused with blood to get a Ghast Tear.
Eternal Water Bucket
Using the powers of rainfall, you can create a bucket that contains an infinite amount of water.
A portable item crafter! It has an inventory that is linked to your personal Ender Chest. When the crafter is somewhere inside your inventory, you can press the Exalted Crafter hotkey (By default 'C') to open the first crafter in your inventory. Pressing that hotkey again will clear the crafting grid. Pressing shift+hotkey will balance all items in the crafting grid, easy for crafting chests! When this item is empowered (struck by lightning), it can not despawn or be destroyed. There also exists a wooden variant that has it's own inventory instead of connecting to your Ender Chest. Has optional support for Inventory Tweaks.
Hardened Blood Shard
This item is used in the recipes for several items and can be obtained by using a flint and steel on a hardened blood block. You can also silk touch a hardened blood block and put in a furnace to get a higher amount of shards. It's red, so maybe you could use it as some kind of red dye?
Humanoid flesh will be dropped when players die. They have similar, yet less powerful, abilities as werewolf flesh. Make sure you don't eat your own flesh though, might cause a bad day...
The mysterious power of Potentia Spheres can be inverted to do even crazier things! When it is inverted, you can't do a lot with it, you will have to empower it to access it's real potential. You can do this by infusing it with the power of lightning, this can be done by either throwing it into the Environmental Accumulator while there is thunder, or by somehow striking it with an actual lightning strike (make sure it doesn't burn!).
The Minecraft world is filled of bad potion effects. With this pendant, you can get rid of those bad effects on yourself at the cost of some Blood in this item. The worse the bad effect, the more Blood will be drained. This item can fit into your Baubles inventory.
This item can move things towards you within a certain area, for example items and experience orbs. This item needs blood to function. It can be enabled by Shift-Right clicking and it's range can be configured by right-clicking with the item. Fun fact: This item will also function when dropped as item in the world, it doesn't even despawn!
Lightning is now completely under you control with the lightning grenade! Simply throw it like an ender pearl and it will spawn lightning on the block it hits when it falls on the ground. Very useful when you want to burn down forests, create supercharged creepers or kill your friends with lightning bolts.
Mace of Distortion
Why would you kill every mob in the area one by one? With the Mace of Distortion, you can target all the mobs in a certain area all at once. You can increase this area by clicking and holding right-click, from the moment your release, the damage will be done. A nice side-effect of this weapon is the fact that all the entities withing that given radius also get a knockback dependant on the radius of the attack. The damage and knockback distance can be changed by toggling between power-levels, which can be done by Shift-Right clicking with the item. This item runs on Blood, and the larger the area and power-level, the more blood it will drain for each attack. Note that this weapon also has a decent attack damage when just using it as a regular hit weapon, but this does also drain some blood and will become unusable when ran out of blood.
Ever wanted to use those nasty Zombies in your own advantage? Well, no you can! Just aim at a player (or any other entity that is attackable by zombies) and right click. This will drain some blood of your staff, and send a horde of zombies (3 to 5) after that entity. After a short period of time (or when the target entity dies), these zombies will die again. This item was suggested by PhillipPriddy on Reddit!
It looks like an ink sac and it's filled with poison! These items can only be obtained by killing a Poisonous Libelle. This item acts as poisoned item besides poisoned potatoes and can thus be used in recipes that require poisoned items.
A pretty expensive item that has the potential to do great things. It can for example be infused with blood to make Ender Pearls. This can however be disabled in the config since this is a pretty powerful recipe.
Works just the same as the regular Kineticator[\u], with the only difference that it moves items and experience further away, instead of attracting it.
Sceptre of Thunder
An early game item to spawn a thunder storm. This item has only one use.
Just a simple item used in various crafting recipes.
It's purple, round and has a hole in the middle. Oh yeah, you can also use this nifty item to temporarely paralyse Vengeance Spirits and force them into a Box of Eternal Closure. To do that simply point the focus at a Vengeance Spirit while holding right-click. If there is a Box of Eternal Closure nearby the spirit should be weakened by the beam and after a couple of seconds it should be sucked into the box.
Don't let this pickaxe fool you, it has an awesome fortune X (!) enchant, but that doesn't mean you can use without consequences. Without spoiling too much: make sure you're armored up when using this tool, because you might attract quite a horde of certain mobs when mining. If armor doesn't do the job, maybe consider putting a Burning Gemstone into your inventory, just to be on the safe side...
A very simple early-game sword having the same durability as a gold sword. But this sword has by default Looting II installed on it when crafted. It also provides 2x multiplier for obtaining Blood.
The vengeance ring allows you to step into the part of the overworld where Vengeance Spirits live. If you activate this ring, you will get a few boosts and all Vengeance Spirits around you will become visible. It's also worth mentioning that Vengeance Spirits don't like unexpected visitors, so don't expect a warm welcome though... Note that if you have Baubles installed, you can also equip this item into the ring slot.
Control the weather with weather containers and the environmental accumulator! When a weather container is filled with a specific weather type, you can change the weather to the weather stored in the weather container by throwing it on the ground. When crafting weather containers, they will initially be empty. The only way to fill an empty weather container is by throwing it in the beam of an environmental accumulator, after which the current weather (one of lightning, rain or sunshine) will be bottled into the weather container. Also note that some items such as lightning pearls require specific weather containers in order to be crafted. It appears there are also some secret recipes to craft certain Weather Container types, please refer to NEI for these recipes.
An item dropped by werewolves. It might have some fun uses in the near future, but for now it can at least be used to make 15 bonemeal by putting it in a crafting grid.
Werewolf flesh is a rare drop which can be obtained from werewolves. Don't eat it when it is day, you'll just get a stomach ache, at night however... this flesh will start to glow and might provide some rather useful effects when eaten.
Another item dropped by werewolves. This item has no real other purpose for now, except that it can be converted into 5 leather by putting it in a crafting grid.
Wooden Exalted Crafter
A portable item crafter! More information at the Exalted Crafter, works just the same, just with an item-specific inventory.
Beware of these beasts, if you're not well-prepared they might just single-hit you (literally)! You shouldn't be able to encounter these at daytime, but look out at night, especially when there is a werewolf villager standing near you...
Yes, another kind of villager, willing to trade at day but beware of him at night, especially when it is full moon... For now this villager adds some specific EvilCraft item trades, but there's really nothing you can get exclusively through trading. Rumor has it that villager who are struck by lightning might get werewolf-like traits...
Although these little creatures look rather innocent at first sight, you will quickly discover that quite the opposite is true. These nasty little mobs spawn rarely in river biomes and will try to hit whatever entities they come across including players, passive mobs and other poisonous libelles. Upon hitting an entity, they will be poisoned for a short time and they will continue to annoy players by following them for as long as they can... Moreover, they are really quick and rather small, but have really low health (about one hit should suffice to kill them). By default they won't do direct damage (except for the poison damage) to entities, this can however be enabled in the configs if you like a challenge. They drop poisoned sacs, which can be used in various crafting recipes.
Since silverfish weren't evil enough, we added a variant called netherfish to the game. They're just like silverfish, except you can only find them by breaking monster egg blocks in the nether, which are added to the nether world generation. Oh yeah, did I also mention they can set you on fire?
Like their name suggsests, these mobs for the very essence of what was once a living entity. When a mob dies, its spirit is released as a Vengeance Spirit into the world and will keep on roaming the world for a short amount of time before disappearing. There are even some nasty degraded spirits, that are more powerfull than the average spirit. Under normal conditions these spirits should not bother you and you should not even be able to see them. Be carefull when using one of the Vengeance tools such as the Vengeance Ring or Vengeance Pickaxe, because these spirits will come after you! If you need extra protection against these creatures, consider crafting a Burning Gemstone. So is there any use for them besides annoying you? I'm glad you asked! You can actually capture these mobs inside a Box of Eternal Closure using a Vengeance Focus. Once captured, you can put the box inside a Spirit Furnace, which will then function as a basic mob drop generator, giving you those precious mob drops you so desire.
EvilCraft adds four new enchants to Minecraft, which can all be gotten by doing regular ol' enchanting. Although most enchants are rather useful, some might be pretty ... evil ... But don't worry: you can disable every single enchant in the configuration file.
Breaking (I,II and III)
This is a very evil enchant, which does the exact opposite of the unbreaking enchant: it has a random chance of increasing the damage an item takes when you use it to a value over one. (NOTE: again, if you find this an annoying feature, you can simply disable it in the configuration file)
Life Stealing (I, II and III)
As its name implies, this item allows you to steal life from a mob and add it to your own. The more damage you deal with a hit and the higher the level of the enchant, the higher the amount of life added to the player. The amount of life being added can be changed in the config file.
Poison Tip (I, II, and III)
Just as the flame enchant allows you to put mobs on fire, this enchant allows you to poison mobs. This enchant can be put on any weapon (including bows) and the poison effect caused by the enchant will last longer with an increasing level of the poison tip enchant.
Have you ever broken your favourite enchanted pickaxe by accident because you didn't pay notice to the amount of damage it had taken? The unusing enchant tries to solve exactly this problem! When an item is enchanted with the unusing enchant, you will not be able to use the item when it is about to break and you will only be able to use that item again when it has been (partially) repaired.
Poison Tip Enchantment
To get a poison tip enchantment book, you can either try to randomly enchant a book or you can combine a regular book with a poison bucket in a crafting table.
Becomes poisonous potatoes don't have much use in vanilla crafting, we've added added poisonous potatoes to the list of poisoned items, which allows you to craft a poison bucket when combined with a water bucket. Moreover, poisonous potatoes can also be crafted by combining a regular potato and a poison bucket.
Potion of Poison
EvilCraft allows you to craft potions of poison without having to do any brewing: simply combine a glass bottle with a poison bucket.
This mod is able to communicate with several other mods. NOTE: these mods are NOT required, they will only be used when they are available. As of version 0.6.0, all of these mod interactions can be disabled in the config file.
The Vengeance Ring can be placed in a ring slot, and the Invigorating Pendant fits into the amulet slot.
The Bound Blood Drop items is automatically added when Blood Magic is loaded.
We also provide some facades when BuildCraft is installed.
Several items can be placed in the Forestry backpacks. Undead logs and leaves can be placed in the squeezer to recieve blood and sometimes even a Hardened Blood Shard. Undead Sapplings also have Multifarm support.
Regular blocks have microblock support.
Obviously all of the recipes are also available in the NEI plugin. Blood Infuser and Environmental Accumulator recipes are also visible.
This mod is compatible with various Thermal Expansion machines, like for example the use of the Fluid Transposer that will work exactly the same as the Blood Infuser but it will use 1.5X the amount of Blood instead.
All Tinkers' Construct tools can be repaired in the Blood Chest. This behavior can be disabled in the config file.
EvilCraft versions will be checked and can be updated through the Version Checker GUI.
Machines status and minor block display improvements.
- Promise of Tenacity I
Feb 17, 2013Posted in: Minecraft Mods
This mod adds three blocks that can store items just like a chest. But, barrels can only store one item type, but a lot of it. The quantity that is able to be stored varies by the type of barrel used.DownloadsPlease give this mod a if you like it!BlocksThis mod adds three blocks all storing different amounts of items.The most basic type, the Barrel can hold 64 stacks and is crafted as shown:
The second tier, called the Ender Barrel can hold 1028 stacks of items and is crafted as shown:
The best barrel, called the Quantum Barrel holds 4096 stacks of items and is crafted as shown:
- Note that these crafting recipes can be changed within the configuration file of the mod if you would like to change them.
- Capacities of barrels can also be configured there.
How to use BarrelsI made a video showing all the features of the mod:
How to installInstallation of any Minecraft mod is very easy. Instal the latest version of Minecraft Forge for your Minecraft version and run the game once. A folder in your installation of the game sound appear that is called "mods". Insert the barrels mod into the folder run the game and enjoy. There is no need to change anything in the installation file in order to get the mod to work no matter how many mods you previously had installed.
- You can put items into a barrel by right-clicking with your hand. All the items (if the barrels is not full) will be put into the barrels only if the item in your hand is matching the item, in the barrel.
- You can take items out by left-clicking the barrel as if you were braking it. It will take out a stack at a time. If you want to take out individual items, you can sneak (default key is shift) and click the barrel.
- If you want to put all the items in your inventory into the barrel, you can double right-click on the barrel.
- If you want to upgrade a barrel (a barrel is nearing or is at capacity), you can double right-click a barrel with a barrel that is of a higher capacity. This will swap the barrel that is in your inventory with the one that is in your world without having to replace it having to re-sort all your items. Make sure you only have one barrel in your inventory or it won't work.
- Barrels work with hoppers and dropper and other mods that have inventory changing blocks just like they would with chests, but only accept one item. Note that by default items can only exit/enter by the top and bottom. This can be changed in the configuration option.
- If you don't like the plain look of a barrel, you can put a item frame on a barrel and it will take full advantage of it. By sneaking (default key is shift) and right clicking a item from an a side of a barrel, the item frame is going to snap onto the barrel and display whatever is in the barrel. If you want to take a item frame off the barrel, just place another item frame and both will pop of the barrel.
- if you want to fit as many items from the barrel into your inventory, click one empty slot, then switch to another one and click again.
- if you want to pull out a specific amount of items, sneak and hold left click, one at a time, items will flow into your inventory. Depressing left click stops the items.
Apr 8, 2015Posted in: WIP Mods
Well... It was long marathon, but it is there: CL3. Finally. Available at CurseForge. Don't forget to download the modfile and its coremod. It is mandatory from now on to let the mod to load properly.
There is a big change of strategy involved in how CL provides content. It is provided as modules which need to be installed separately for CL to work at all. There are temporary links to those:
Take note. Resource pack must be activated first(well, there are reasons for it to be that way for now) in mc packs menu(or use Resource Loader).
That is how your instance folder have to look for it all to work: https://www.dropbox.com/s/y8zy0arzpfisg5o/properInstall.PNG?dl=0
At start CL will scan all modules and try to link against remote references. If it fails it will crash creating nice exception message which will tell you what are you missing like entries for limestone or oreCopper. It means you need to install other mods which provide those items and register them in oredict.
Current state of release: codewise it is complete, but content lacks final touches like not all machines have recipes and so on, but due to nature of how this achieved through addons anyone can contribute(and I am asking for this because this takes so much time I don't have luxury of). There is special github repo for those: https://github.com/Itaros/ChemLab-Addons fork, experiment, improve or add something completely new. No coding knowledge required. And here you can fill content-related bugreports.
Wiki is outdated. When I will have large enough chunk of free time I will wipe the old one and fill with new content.
Enjoy. If you have any question feel free to ask here or better use irc channel #chemlab at esper.net.
Added: AE2 is hard dependancy
Added: Blocks now rotate automatically when placed
Added: Chemical notation to items
Added: CL Addons system for user-created content
Added: Femtocraft Power support
Added: Fluid gauges in UIs
Added: Forging hammer and plates crafting
Added: Furnace for Bloomery
Added: GUI diversity to indicate machine tier state
Added: Heat exchange mechanics
Added: New multiple machines
Added: Reactions framework
Added: Strict Ore Dict support(more will be posted to dev zone in the wiki)
Added: Tooltips for HOE-related context(programmer ui, machines ui)
Fixed: "Unknown" text in machine info
Fixed: Crash if machine has no recipes defined
Fixed: Linux crash on start
Fixed: Machines getting stuck if automated
Fixed: Machines sometimes forget their rotation
Fixed: NEI Integration Fluids
Fixed: Shift-clicking dupe bug
Changed: Item transfer mechanics overhaul(now automation is provided by CIO)
Improved: Reduced memory usage by CL inventories
Improved: Resource management for sync operations(should be able to keep lag contained in case of big and developed worlds)
Removed: Buildcraft compatibility and dependancy
Removed: Syndication system
Processing chart: https://www.dropbox.com/s/ifh4mwcv3bc62pi/chart.pdf?dl=0
Mar 16, 2015Posted in: Resource Packs
Thanks but I am focusing on this as a branch for my server (so I've changed some things like foliage colours that people may not like). As long as Minecraft is updated I'll be updating the resources, as I've settled on these textures ever since Isabella II was released and can't come to fine anything else nearly as aesthetically pleasing. So that's why I say one is free to use any of my textures for a continuation of Isabella II as mine is more of a branch than that.
I worked on some flowers. I had them in as WIP textures for a while but I've finished them now. The original peony was a bit thick I thought so I made it look less like a succulent. I was the one who made the original rose shrub for the continuation and I didn't like it at all, so here is a better one. The lilac is less droopy than in the one in the continuation, and I cleaned up the base a bit. I also found a unused "paeonia" image in the pack that had 3 blossoms and had yellow centres, so I changed the poppy to be it but to have the same colours as the original poppy. Personally I like the more blossoms and think it looks more like a field of poppies than each one having a single blossom. The original single blossom texture is in the pack still if you want to switch them out.
Feb 27, 2015enchilado posted a message on **1.11 update on the way!*** [16×][1.5.1] Rakepack: default revamped; heavily revised icons with minimal block tweaksAt the moment I don't have a computer that can play Minecraft, so I'm unable to take nice screenshots to show it off. I'm not going to bother updating the first post until I can do that, but for anyone that checks this thread, here's a download link to what's hopefully a 1.8-ready version, and here's what the item textures currently look like (although ignore the mob heads, since their inventory icons are generated like normal blocks' are now):Posted in: Resource Packs
Jan 12, 2015Announcement:Posted in: WIP Mods
CL3T is currently available for public testing(but not directly downloadable). If you are interested in acquiring a copy contact me in irc: #chemlab @ esper.net
I am distributing it in irc to help you solve issues and track bugs in realtime
This version is featuring overhauled new back-end to support future features listed on wiki in "upcoming features" section which will be added gradually without breaking backwards compatibility post-release.
Actually,... you might find that interesting if you wish to experience a way of discovery, because wiki is severely outdated and doesn't reflect progression flow of new CL at all, but NEI compatibility is fully working.
Teaser: current progression chart of public test version - https://www.dropbox.com/s/yndqp5m2fp0blfs/Vanilla_IronOre.odg?dl=0 (available only for a limited time)
Dec 6, 2014I've been playing around with making textures for existing models. Some things like fences and gates can be really cool with higher resolution packs, but what I'm really after is a vanilla Better Foliage implementation. :)Posted in: Resource Packs
Sep 7, 2014Posted in: Resource Packs
If you just want to download the archive directly from the site, click on the archive in the file list, then click on View Raw and it will prompt you to download the .zip archive. The SuikaCraft Snapshot.zip is the one with the updated textures, the other one is the resource pack for my 1.7 Bukkit server.
You can even click Download ZIP on the right side of the page and it will give you an archive of the entire repository. One of the good things about using github for files is that the URL for the file will always be the same even when you push updates, so it makes it useful for links and server resource packs in-game.
Learning to clone from git is relatively easy, I'm sure there are even GUI applications to do so. You say you have a Mac and I assume just stock OS X on it, so this may be of help to you. https://mac.github.com/
Aug 23, 2014Apparently when I made an account for BukkitDev it was a Curse account so I have a forums account as well, so I thought I'd post what I have.Posted in: Resource Packs
I had previously made some textures for the continuation (and submitted them via email), and since 1.8 has been in progress, I have done so as well. I had forked Isabella II for my 1.7 server SuikaCraft and had changed a few blocks (acacia planks, red sand, etc) because I thought they were too saturated/contrasted in comparison to the rest of Isabella textures. Additionally, I had done mod support for various Optifine features (made CTM for all stained glass and reworked foliage colours for use with a biomes-related seasons plugin), and am currently working with Better Foliage textures.
When 1.8 snapshots had started to gain traction, I began working on various ones to supplement what had not been done for the continuation. I had changed the granite textures slightly than those ones done so far because I thought they seemed a bit plain, but other than that, everything new and not added so far has been my work. Some sprites have not gone beyond recolourings of vanilla textures because I've not thought of good sprites to make. Doors all have the same shape because I believe that the architectural style should not be limited by the choice of timber (unlike now in vanilla).
If any of these are deemed worthy of being used in the continuation, I'll submit them (I had already emailed Shrugs a few days ago but have not received a reply as of this time). So, here are the textures!
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